Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Marathon v 0.4 -- Historical Speed
32 Comments
pauloel7 Aug 5, 2018 @ 6:15am 
Hi musixhine, thanks for the mod! I've been working on balance for a while, and regarding unit cost I believe to have found some kind of balance, and given the pertaining discussion below, I'd like to share my formula for your consideration:

UPDATE Units SET Maintenance=Maintenance+1 WHERE UnitType="UNIT_SCOUT" OR UnitType="UNIT_WARRIOR" OR UnitType="UNIT_SLINGER" OR UnitType="UNIT_CREE_OKIHTCITAW" OR UnitType="UNIT_SUMERIAN_WAR_CART";

UPDATE Units SET Maintenance=Maintenance+1 WHERE Combat>1 AND Combat<50
AND NOT UnitType="UNIT_BARBARIAN_HORSEMAN"
AND NOT UnitType="UNIT_BARBARIAN_HORSE_ARCHER"
AND NOT UnitType="UNIT_BARBARIAN_RAIDER"
AND NOT UnitType="UNIT_SCOUT"
AND NOT UnitType="UNIT_WARRIOR"
AND NOT UnitType="UNIT_SLINGER"
AND NOT UnitType="UNIT_CREE_OKIHTCITAW"
AND NOT UnitType="UNIT_SUMERIAN_WAR_CART";

UPDATE Units SET Maintenance=Maintenance+2 WHERE Combat>=50;
Erratic Jun 29, 2018 @ 3:34am 
Hey, is this supported for R&F? The ruleset "Real Marathon" doesn't seems to appear in the speed dropdown.
Heisenberg Jan 22, 2018 @ 11:56am 
tested and aproved
HaroldClapsaddle Nov 28, 2017 @ 6:09am 
It seems to work I think, when in advanced settup the rules set won't open for the selections the tab is darkened out. I am running it on standard speed yet it kinda feels like marathon yet the units are cheap. Militaery units cost a population as does settlers. Builders, buildings, districs and wonders don't cost a population loss. Is that how it's supposed to work?
kl.borek Oct 27, 2017 @ 8:51pm 
as soon that a luxury can be farmed/mined - the scout could get a cost too, 1 GP.
And would be nice when zou continue to develop it.
Big-V-Brother  [author] Aug 9, 2017 @ 4:05pm 
Noted. I will work on the scout issue, and maintenace fine tune
manarod Aug 8, 2017 @ 3:25pm 
the units maintenance is just too high. 6 gold fot two archer it's too much! i can't afford anything else.
Cathy Aug 2, 2017 @ 11:43pm 
the only mods I was using were YNAMP and yours
Big-V-Brother  [author] Aug 2, 2017 @ 7:30pm 
@catalinanastac, I see. I haven't encountered that issue before, but I will increse the cost of souts. Do you use any AI mods?
Cathy Jul 30, 2017 @ 5:26am 
i also forgot to mention that I think the GP cost is incredibily high in later era. This gets annoying with scientists that provide boosts to techs/civs from an era that I already completed
Cathy Jul 30, 2017 @ 5:14am 
@musixhine I wouldn't say it solves the problem as much as replaces warriors with scouts. It's a shame I can't post screenshots here, to show you a map literally covered with scouts which prevented my units from moving. Guess it's just an inherent problem with the idea of this mod, since the AI seems to go by the mantra, produce units until new tech/civ finished. Just to be clear I'm not against higher cost maintenance for military units, could do without the builder maintenance cost so I can keep them around untill I need them without sucking gold
Big-V-Brother  [author] Jul 27, 2017 @ 11:15am 
@MeCrazy and @@JayKayKelds, I've considered that and you will find out why I didn't do that. By doing so, the game is just like an RTS and the map will get fully filled with units. So you want to play a game so that the entire planet is covered by warriors in 3000 BC? I guess not.
Mr. Mamamoo마마무 Jul 20, 2017 @ 2:38pm 
I agree with MeCrazy, this would be the best way to go about it imho
Failmore Jul 6, 2017 @ 8:03pm 
have you considered just making production and gold costs standard level, while playing marathon, basically just science religion and culture stay marathon, buildings and units and gold costs at standard
CMDR Sheploo Jun 4, 2017 @ 8:59am 
Hey, I'm not entirely sure why yet but this mod is causing a crash to menu screen error when used with any mod that alters objects from the Vikings dlc. The errors are popping up after the mod that alters the Viking objects is loaded and only happens with this mod enabled. I'm going to try to figure out why but my gut is telling me it's a load order conflict.
Big-V-Brother  [author] May 30, 2017 @ 8:34am 
@zimzamflimflam,
done.
Big-V-Brother  [author] May 28, 2017 @ 5:37pm 
@zimzamflimflam, sorry man I was on vacation. I will update the mod asap after memorial day
Big-V-Brother  [author] May 9, 2017 @ 5:14pm 
The speed should be changed to marathon automatically. If not you need to change it to marathon speed... maybe it's a new bug
OysterCultist May 9, 2017 @ 12:40am 
After I change the ruleset to Real Matathon, should I also change the game speed to marathon or leave it at normal?
Big-V-Brother  [author] May 1, 2017 @ 8:20am 
Hi @Fernano Sly,
As many people have requested for this mod on different map sizes, I just disabled the size limit on the latest update. While, the game won't be as balanced as it's played on Huge map, since with this mod you might discovered the whole world really quickly. But yeah you can now play on smaller size maps with this mod now.
Fernando Sly Apr 27, 2017 @ 5:29am 
I Like the concept of this mod and it looks and feels well pretty well implemented. However i was wondering why you've made it so that when you change to the 'real marathon' rule set it automatically locks to a huge map size. I dont have a very high end pc and on huge maps my turn processing times really take a big hit, which makes playing with this mod a bit less enjoyable for me, eventhough I do like the features. Would it be possible to allow tiny, small and standard map sizes within the rule set?
Mazzini Apr 10, 2017 @ 2:42pm 
I see, Author, thank you. I find this to be a great Mod, since what I appreciate the most is the unit maintainence cost
(in vanilla with Emperor and not largest maps, it ends all titles are filled with military unit).

Could be a further idea to add a separate Mod with military units maintainance, for whatever game pace, perhaps.
Big-V-Brother  [author] Apr 10, 2017 @ 2:24pm 
Hi @Mazzini,
I kept the cost for settler as same as the regular marathon game. this is how I keep the city spawning rate. So no cities spam in early games
Mazzini Apr 3, 2017 @ 2:15pm 
greetings. I would pose a question: how do you achieve the aim of less city spawning, in earlier eras, given example in marathon huge maps, do you mean AI will prefer melee units before of colons, since melee costs less. Are there even further balaces.
Rokkweiler Mar 29, 2017 @ 12:13am 
I can confirm that actually, the city-state is just a dick. XD Not the mod's fault.
Big-V-Brother  [author] Mar 27, 2017 @ 7:30pm 
Hi @Waya, Thanks for your reply but I havn't had an issue like that. It also doesn't sound like a vanila issue. Maybe a issue caused by other mods? This mod doesn't modify any AI behavior.
Rokkweiler Mar 25, 2017 @ 11:37pm 
I don't know if it's this mod but I've had an issue where a city-state warrior will park himself on my holy site and he won't get off for turns now. The only way is to go to war, killing my envoy's off, and trying to reconnect to common ground with them, that or simply wait till I can seige the city so it can stop bugging me for good. Try to be peacefull and a pacifist, but sometimes you gotta pass-a-fist, I suppose.
Big-V-Brother  [author] Mar 16, 2017 @ 8:16am 
@maikethsan
The building cost as same as the actual marathon speed, which make more sense. Imagine that Rome was't built in one day right?
maikethsan Mar 14, 2017 @ 3:00am 
Just a quick question. When it comes to production, do units and buildings cost a bit less while tech is a lot more expensive? Is that what is happening?
Big-V-Brother  [author] Mar 11, 2017 @ 8:43pm 
@Reffy Good point! My plan is replacing all starting worriers with scouts, and they are free. Also there will be other changes in v0.2, including the pace issue. Thanks for your comment!
Reffy Mar 10, 2017 @ 4:04am 
I like the idea of building more units on marathon speed. But increasing the unit maintenance is a problem. On higher difficulties, the AI starts with a lot of units. So they have no gold nor the means to maintain their starting army.
banana? Mar 9, 2017 @ 4:50pm 
Thx.